You know what would be a dream come true?

You know what would be a dream come true?

Requests for features in the spring code.

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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

You know what would be a dream come true?

Post by LOrDo »

Support for 3D heightmaps and Texturemaps. :-)

Of course, thats problably never going to happen...just thought I'd open up some discussion for it. This could make things possible like an actual under in spring maps, bridges, and would eliminate verticle texture stretching on steep maps. Just for a start.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

This would be amazing, I see it already, Soldiers marching under bridges, through caves...

This would be quite the improvement eh :-)
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

What on earth is a 3d heightmap? Voxels?
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Icebird
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Joined: 29 Jun 2006, 20:17

Post by Icebird »

I thought it was on the MTR .. but it isn't.

Anyway, I've read somewhere that it would require an entire engine rewrite, or something near .. I guess it means it's a rather huge work
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Soulless1
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Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

funnily enough, engine rewrites are kinda what goes on around here ;)
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: You know what would be a dream come true?

Post by Peet »

LOrDo wrote:Support for 3D heightmaps and Texturemaps. :-)

Of course, thats problably never going to happen...just thought I'd open up some discussion for it. This could make things possible like an actual under in spring maps, bridges, and would eliminate verticle texture stretching on steep maps. Just for a start.
I think just making maps fully 3d would work better than that.
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Or making features walkable, together with a function to void the terrain so units can pass through would work.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Making Features / Buildings walk-overable would be comparably easy. Even then, it would require cubical collision meshes.

Making fully 3D terrain would require that big chunks of the engine be re-written from scratch. It would significantly increase the amount of hardware dedicated to terrain processing, and probably make anything but very small maps unplayable in Spring... and we'd have to rebuild every single map to utilize both a 3D mesh to define it, and a lower-poly collision surface- I don't know of any signifcantly better way to do this. In short, don't count on that happening any time soon.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

How about WalkOver Features - with Teleporters on Both Side- That we could at least do Tunnels and Bridges.. Ugly Work Around... But hey what else to expect from me :wink: But hey, that would be another Great Joke .. Teleportation Points on Maps... i can see the Building Fortifications at the End of the World.. around some Sort of Gate
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

This aint going to be feasible for another 3-4 years (assuming standard exponential growth in processing technology)
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Having real 3d collision meshing for units and features shouldn't be impossible...
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

yeah dragon what are u smoking?

The whole system in Warcraft witht he bridges as features is what we need... (well that and the ability to use hit boxes)
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mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

I would recommend that more primitives be SUPPORTED. For example, a rectangular prism and a collision mesh. The default should be spherical tho.
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